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-- General Info --
Title: Sonic X-Treme
System: Sega Saturn
Developer: Sega Technical Institute
Genre: Platformer
Rating: n/a

-- Release Info --
Lifespan: Early 1996 - November 1996

-- Media --
· Tiara Boobowski
· Metal Sonic
· Jade Gully conceptual art
· Special Stage (I think)
· Conceptual Badnik sketches
· More conceptual Badnik sketches
· Yet more conceptual Badnik sketches
· Final conceptual Badnik sketches

-- Credits --
Producer: Mike Wallis
Director: Chris Senn
Lead Designer: Richard Wheeler
Lead Progammer: Ofer Alon
Music Director: Howard Drossin
Lead CG Artist: Ross Harris
CG Artists: Fei Cheng
CG Artists: Andrew Probert
Boss Team: Chris Coffin
Boss Team: Jason Kuo

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-- Sonic X-Treme --
   In May of 1996, Sega of America proudly announced the development of the Saturn's killer app. The true Sonic game the doomed console needed from the get-go. Moreover, it was set to go head-to-head with Super Mario 64, the phenomenal return of Sonic's chief rival. So what went wrong? Make yourselves comfortable, children, and I'll tell you a little story...
-- Story --
   Professor Gazebo Boobowski and his daughter, Tiara, are the keepers of the six magical Rings of Order, as well as the ancient art of Ring smithing. Gazebo and Tiara freak that Dr. Robotnik is after the six Rings of Order, and call on Sonic to get the Rings before the Eggman can. Robotnik has already made one previous attempt at stealing the Rings, and Sonic is the only one who can knock the thought out of his head.
-- Behind the Screens --
   The well-known legend dates back to early 1996. In May of that year, Sega of America proudly announced the development of a true 3D Sonic game for the Sega Saturn. The team in charge of production was Sega Technical Institute, who had previously produced Sonic 2, Sonic Spinball, Sonic 3, and Sonic & Knuckles. The character flaw in this tragedy? Yuji Naka was nowhere to be seen. In fact, none of the original Sonic Team were around to help. Naka and the gang were busy working on NiGHTS into Dreams..., and so Sega decided to let STI introduce Sonic to the third dimension on their own. Big mistake.

   It was decided early on that the game would utilize polygonal levels, but that Sonic himself and other on-screen characters would be sprite-based. STI did pull out some impressive graphical tricks, and early builds of X-Treme really were looking pretty good. Another major implementation was the "wrap-around" camera system. Designed to give players a full view of the level to the left and right as well as in and out, the camera distorted the screen to seem as though you were viewing it through a peephole. Oookay. Apparently, this worked better in practice than in writing...

   Much like the Special Stages in Knuckles' Chaotix, all of X-Treme's worlds were built inside giant "tubes" with no center of gravity, allowing the player to run up walls. (Although the level design was obviously much more intricate than the Chaotix Special Stages.) The four planned Zones that I know of were: Jade Gully, Crystal Frost, Red Sands, and Galaxy Fortress.

   The other big thing for X-Treme was Sonic's vastly expanded roster of moves. Aside from the standard Sonic Spin, here's a list of some cool-sounding tricks that, as fate would have it, never made it into Sonic's collective arsenal:

  • SpinBash - A quick forward attack modified from the Spin Dash
  • SpinSlash - A mid-air, 360° attack
  • Ring Throwing - Sacrifice a Ring from the tally to hurl at a Badnik
  • Power Ball - An attack designed to strike straight down on enemies below
  • Super Bounce - A jump which offers more height, but less control than a normal jump
  • Ring Shield - A way to forfeit collected Rings for a shield
  • Sonic Boom - A 360° attack used in conjunction with the Ring Shield

   The game's main characters were Sonic, Tiara, Professor Gazebo, and Dr. Robotnik. Fang the Sniper and Metal Sonic were set to cameo as boss characters, but there was no sign at all of Tails, Knuckles, or anyone else. The boss stages were largely based on the NiGHTS board...a giant, circular arena. In the middle of these arenas was a large circle on the ground, above which a tall spiral of Rings towered into the air, circling a giant jewel (Chaos Emeralds, presumably). Interesting, I never did find out what the deal with that was.

   At risk of my own life, I now post a list of the men responsible for what may have turned out to be Sonic's miserable death (you may recognize a few names from the credits of successful Sonic games, Sonic 3 & Knuckles in particular):

  • Mike Wallis - Producer
  • Ofer Alon - Technical director/engineer, lead programmer, and co-lead designer
  • Fei Cheng - Computer graphics artist/designer and conceptual design
  • Chris Coffin - Lead boss stage/boss FX programming and conceptual gameplay design
  • Howard Drossin - Music and sound effects director
  • Ross Harris - Lead computer graphics artist/animator and conceptual design
  • Jason Kuo - Boss layout lead
  • Andrew Probert - Computer graphics artist/designer and conceptual design
  • Chris Senn - Art director, co-lead designer, team coordinator, and conceptual music
  • Richard Wheeler - Designer, world layout lead and conceptual gameplay design
   God, I hope none of those guys ever read this. I swear fellas, it looked cool to me...

   Well, just about a month before the game's release, Sega of Japan pulled the plug on it. Some Japanese execs who saw the game apparently weren't too impressed, and didn't allow SoA to release a game that may have damaged their mascot's reputation beyond repair. Although to me (and many other gamers) the game was looking pretty slick, the novel 3D tricks implemented did seem just a little too left-field to risk on a character as important as Sonic. Personally, I kind of wish they'd have shipped the game anyway, only maybe with another character...Espio the Chameleon would've been a good choice, as he can run up walls and ceilings anyway. But then, the game only looked good, and as gaming history has proven, looks can be so very deceiving. Some folks who played the short demo at E3 '96 weren't too impressed with the way it was shaping up, so maybe X-Treme is better off in the infinite bounds of gaming limbo. I end this historical essay off with a quote from an interview with Mike Wallis, the game's producer: "This isn't going to be the only Sonic game on Saturn by any means. He is Sega's flagship guy." It's just too shameful to comment further...


-- Screenshots --
screenshot screenshot screenshot screenshot

Screenshots thanks to Jonathan "WB" Gray. Information compiled and arranged by Jared "Green Gibbon!" Matte. Make no mistake, this site is a part of SonicNEXT. All Sonic related materials are copyright Sega Enterprises. SonicNEXT is created by Zifei Wu. Space provided by VGHQ.com. Boobowski?! What is that, a cheap vodka?